Owl

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. . . well this is awkward.

There's been tons of updates since my last post here. Sorry about triple posting, but I think it's worth the bump here.

Since I've last posted here, I've pared down the archetypes to just the metronome and the crossfire. I've changed the small details of how momentum works a few times. Parallel actions have been adjusted over and over again. However, most significantly, I've added a core ability to the base class at second level: Manifestation of Speed.

Manifestation of Speed keep the voyager mobile, and assists in incorporating use of psionic powers into their playstyle. The variety of what a voyager can do each turn now is quite something to behold!

The link is still here.


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Another update. Two new archetypes:
The crossfire, who mixes a voyager's time shenanigans with firearms.

The timekeeper, who eschews momentum for the ability to further control events that take place around him.

Game well and have fun.


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Update:
Power Cycle has been divvied up a bit. The new Kinetic Wave comes online at 8th level, providing some AoE damage potential to savvy voyagers without requiring a branched path. Power Cycle remains at 9th level and has had wording made more clear.

Kvantum wrote:
Is Momentum meant to be precision damage like Sneak Attack, or its own thing, ie, bypassing the immunities of oozes, elementals, and swarms?

It is not precision damage. It's bonus damage, much like that from a fighter's weapon training, or the power attack feat. Its damage type is the same as the same as the rest of the damage of the attack it's being delivered with.


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Big(-ish) update. Cliff notes here, actual updates in the playtest document.

* Momentum is getting changed slightly. A voyager now chooses to use momentum when making an attack, and spends all their momentum at once when doing so. Attacks enhanced by momentum now gain a +2 bonus to the attack roll (in addition to the 1d6 damage per point spent). Points of momentum are now cleared at the beginning of the voyager's parallel turn instead of her own, allowing her to build momentum with parallel actions and use it on her own turn.
*Essential training added at second level, lightening the feat taxes for most builds.
*Endless added at 10th, a fluffy feature regarding age. Relevant to this, an update to eternity awaits at 20th level, disallowing a future self from returning to fix a death of old age.


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Roonfizzle Garnackle wrote:
I hope to see one in play for a game I'm planning on running soon, and would like to request clarification on Speeding Strike. Specifically, what precise range of attacks are or are not available, to a Voyager using a ranged weapon? Do all the targets have to literally fall within a single line between points A and B ala Overrun? Adjacent to such a line? Or within attack range, assuming line of sight at ANY point between A and B?

The range of speeding strike with a ranged and a melee weapon should be the same. It's a straight line between the start and end points of the teleportation.

I'm glad you like how it looks. Good luck, if one of your players try it!


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There's been some minor updates and 'bug fixes' in response to feedback, the most significant (and recent) being the following:

Quote:

Time Swap feat: Removed, as its effect has been incorporated into the main ability.

Parallel Initiative: After rolling both her initiative and her parallel initiative and seeing the results, the voyager may switch the results of her initiative check with her parallel initiative.


Distant Scholar wrote:
Is momentum only supposed to be used with melee attacks, or with ranged attacks as well?

Momentum works on anything that qualifies as an attack on a single target. So it works with ranged and melee alike, yes.


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Here comes a new playtest for a psionic class, courtesy of Dreamscarred Press: the Voyager. A 6-level manifestor with plenty of potential tricks up their sleeves, voyagers are tricksters who play with time and space. And they love to go fast! They have a unique new ability based on their capability of receiving assistance from their future, past, and alternate selves, known as parallel actions. Besides their contributions in a fight, a voyager can fit into a party as a trapfinder or a veritable fountain of knowledge.

Besides the base class, this document contains supporting feats for psionic classes and racial favored class options for the voyager, along with two archetypes for the voyager. The first archetype is the metronome, who keeps pace with her alternate selves to gain consistency at the cost of potential speed, and the second is the doomsayer, who serves as a vessel for the End of Time.

To read about them and more, click here:
Voyager

Game well and have fun.

(...this is late. I was having issues signing up on the Paizo site. Turns out I already had an account.)